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		<p class="inheritance" translate="no"><a href="EventDispatcher.html">EventDispatcher</a> → <a href="Texture.html">Texture</a> → <a href="CompressedTexture.html">CompressedTexture</a> → </p>
	<h1 translate="no">CompressedArrayTexture</h1>
		<section>
			<header>
				<div class="class-description"><p>Creates a texture 2D array based on data in compressed form.</p>
<p>These texture are usually loaded with <a href="CompressedTextureLoader.html">CompressedTextureLoader</a>.</p></div>
			</header>
			<article>
				<div class="container-overview">
					<h2>Constructor</h2>
					<h3 class="name name-method" id="CompressedArrayTexture" translate="no">new <a href="#CompressedArrayTexture">CompressedArrayTexture</a><span class="signature">( mipmaps : <span class="param-type">Array.&lt;Object></span>, width : <span class="param-type">number</span>, height : <span class="param-type">number</span>, depth : <span class="param-type">number</span>, format : <span class="param-type">number</span>, type : <span class="param-type">number</span> )</span> </h3>
					<div class="method">
						<div class="description">
							<p>Constructs a new compressed array texture.</p>
						</div>
						<table class="params">
							<tbody>
								<tr>
									<td class="name">
										<strong>mipmaps</strong>
									</td>
									<td class="description last">
										<p>This array holds for all mipmaps (including the bases mip)
the data and dimensions.</p>
									</td>
								</tr>
								<tr>
									<td class="name">
										<strong>width</strong>
									</td>
									<td class="description last">
										<p>The width of the texture.</p>
									</td>
								</tr>
								<tr>
									<td class="name">
										<strong>height</strong>
									</td>
									<td class="description last">
										<p>The height of the texture.</p>
									</td>
								</tr>
								<tr>
									<td class="name">
										<strong>depth</strong>
									</td>
									<td class="description last">
										<p>The depth of the texture.</p>
									</td>
								</tr>
								<tr>
									<td class="name">
										<strong>format</strong>
									</td>
									<td class="description last">
										<p>The min filter value.</p>
										<p>Default is <code>RGBAFormat</code>.</p>
									</td>
								</tr>
								<tr>
									<td class="name">
										<strong>type</strong>
									</td>
									<td class="description last">
										<p>The min filter value.</p>
										<p>Default is <code>UnsignedByteType</code>.</p>
									</td>
								</tr>
							</tbody>
						</table>
					</div>
				</div>
				<h2 class="subsection-title">Properties</h2>
				<div class="member">
					<h3 class="name" id="image" translate="no">.<a href="#image">image</a><span class="type-signature"> : Object</span> </h3>
					<div class="description">
						<p>The image property of a compressed texture just defines its dimensions.</p>
					</div>
						<dl class="details">
							<dt class="tag-overrides"><strong>Overrides:</strong> <a href="CompressedTexture.html#image">CompressedTexture#image</a></dt>
						</dl>
				</div>
				<div class="member">
					<h3 class="name" id="isCompressedArrayTexture" translate="no">.<a href="#isCompressedArrayTexture">isCompressedArrayTexture</a><span class="type-signature"> : boolean</span> <span class="type-signature">(readonly) </span></h3>
					<div class="description">
						<p>This flag can be used for type testing.</p>
						<p>Default is <code>true</code>.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="layerUpdates" translate="no">.<a href="#layerUpdates">layerUpdates</a><span class="type-signature"> : Set.&lt;number></span> </h3>
					<div class="description">
						<p>A set of all layers which need to be updated in the texture.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="wrapR" translate="no">.<a href="#wrapR">wrapR</a><span class="type-signature"> : <a href="global.html#RepeatWrapping">RepeatWrapping</a> | <a href="global.html#ClampToEdgeWrapping">ClampToEdgeWrapping</a> | <a href="global.html#MirroredRepeatWrapping">MirroredRepeatWrapping</a></span> </h3>
					<div class="description">
						<p>This defines how the texture is wrapped in the depth and corresponds to
<em>W</em> in UVW mapping.</p>
						<p>Default is <code>ClampToEdgeWrapping</code>.</p>
					</div>
				</div>
				<h2 class="subsection-title">Methods</h2>
					<h3 class="name name-method" id="addLayerUpdate" translate="no">.<a href="#addLayerUpdate">addLayerUpdate</a><span class="signature">( layerIndex : <span class="param-type">number</span> )</span> </h3>
					<div class="method">
						<div class="description">
							<p>Describes that a specific layer of the texture needs to be updated.
Normally when <a href="Texture.html#needsUpdate">Texture#needsUpdate</a> is set to <code>true</code>, the
entire compressed texture array is sent to the GPU. Marking specific
layers will only transmit subsets of all mipmaps associated with a
specific depth in the array which is often much more performant.</p>
						</div>
						<table class="params">
							<tbody>
								<tr>
									<td class="name">
										<strong>layerIndex</strong>
									</td>
									<td class="description last">
										<p>The layer index that should be updated.</p>
									</td>
								</tr>
							</tbody>
						</table>
					</div>
					<h3 class="name name-method" id="clearLayerUpdates" translate="no">.<a href="#clearLayerUpdates">clearLayerUpdates</a><span class="signature">()</span> </h3>
					<div class="method">
						<div class="description">
							<p>Resets the layer updates registry.</p>
						</div>
					</div>
				<h2 class="subsection-title">Source</h2>
				<p>
					<a href="https://github.com/mrdoob/three.js/blob/master/src/textures/CompressedArrayTexture.js" translate="no" target="_blank" rel="noopener">src/textures/CompressedArrayTexture.js</a>
				</p>
			</article>
		</section>
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